IRC logs of Libera.Chat #BZFlag for Monday, 2021-11-01

blast007kinda isn't a single vision00:14
blast007and I've not touched it in a while00:14
SpringTankhmm00:23
SpringTankmaybe with each version, there should be concentrated effort on one single major feature with bug fixes in between.00:24
ZehraA bit of a bigger question, is there any known possible conflicting visions? (In the sense one aspect of the vision prevents or is the mirror of anothers vision.)00:53
ZehraSince otherwise, it's kind of straightforward in a ways, since each vision relatively be within its own sectors and could move along without issues, as long as "design by committee" is not an issue.00:54
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SpringTankBlast, I have another question. What is that a picture of that you use as your avitar? It looks familiar but I can't put my finger on it...06:03
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blast007SpringTank: https://finalfantasy.fandom.com/wiki/Vivi_Ornitier10:44
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blast007So here's my thought on custom sounds.  The plugin API would have a function for registering (and unregistering?) sounds, so custom sounds would have a short name to call them.  There would be a new message added to the protocol that would provide a list of all the custom sounds with their short name and the URL.  This would overwrite any previous list if it's sent again, in case a plugin is ...13:58
blast007... loaded/unloaded mid-game.13:58
blast007or maybe I wouldn't bother resending the list...14:04
blast007the list of custom sounds would be sent before MsgEndWorld so that the list of URLs can be downloaded at the same time as textures14:05
blast007hmm, would we want to be able to play a positioned sound?14:18
blast007heh, there's also a playFixedSound method we never use that loops a sound at a location in the world14:33
SpringTankThat's where I've seen that!15:31
SpringTankReCustomSounds: Yeah, that sounds pretty good.15:33
SpringTankPun intended..15:33
SpringTankThe way I would do it would be to use cache manager the same way textures are listed in map files. From there you could have the plugins call a short version of the sounds, but I see the problem with not getting the right file for the right plugin unless the plugin writer uses a config file for their plugin and then things start getting more complecated... I like your way better.15:35
SpringTankor a combination of both. That way map sounds, like playFixedSound, can be added without ever looking at any plugin code.15:36
SpringTankand for plugin sounds, have a function like you said that downloads it's sounds on map download.15:36
blast007yeah, there's a Downloads and CachedTexture class that uses the CacheManager15:38
blast007I'd do it through the Downloads class so that it follows the DownloadAccess.txt15:39
SpringTankbeing able to play sounds from a location from a plugin would be cool to, but that would require a new server message.15:39
SpringTankright15:39
blast007yeah, I'm looking at 2.615:40
SpringTankawsoooome15:41
blast007replacing MsgCustomSound with MsgPlaySound, and adding a MsgCustomSounds that provides the list of custom sounds (replacing the protocol ID for the old MsgCustomSound)15:41
SpringTankso when it comes down to playing a sound, you can use the same function for playing player, global, and location sounds?15:42
blast007local and world15:44
blast007local being attached to the client's position, and world being attached to a position in the world15:44
blast007local is only heard by the client that receives it too15:44
SpringTankcool15:44
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